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Tag: howto

A good use case for Claude.ai

I just paid for the premium subscription to Claude AI. Writing certain design documents took me 3-4 days. With Claude, 1-2.

Like every AI, it freaks out a lot. But this help me get started on tasks. I tell it to write me certain spec, it writes me something full of errors and that helps me think. It’s like teaching to a dumb student.

Then, when I have my document with wireframes, I pass it to it and first I tell it to act as a programmer. Again, it hallucinates but it helps me understand the “edge cases” the empty cases that I hadn’t thought of.

Finally, after a second iteration on the document, I send it again and ask to act as a quality assurance professional, to generate a test plan for me. This helps me think carefully about closing all the loose ends.

This is valuable. Indeed.

Playtest what’s wrong to find solutions

A good way to learn more about your game is to keep something that you see as problematic and playtest it. You will discover the obvious, that you need to fix it. But you will also understand much more things behind that.

It happened to me last week, I had the opportunity of running a playtest for my game. And for it I decided to create a specific control system. The developers said “we don’t feel it right”, and me neither.

At the playtest, everyone told me that the system was unconfortable. But I had to see their struggle to decide to take action in first place. In fact, I could notice how they handled the things and that helped me find the solution.

LLMs to spot design flaws

I just discovered another interesting use case for current LLM tools. I use Claude.ai at the moment it’s the best in class. I use the free version.

When you design on a document, let’s say a GDD or a one pager for a feature, you should cover the most possible edge cases. In this way, your coders will have everything pretty much clear by reading the document.

If you submit a document to Claude, then you can ask it to simulate the coding in Unity or Unreal Engine for that GDD. It will spit out pseudo code and reasonings. There will probably be lots of hallucinations and things unuseful. Still, there are good chances to discover something you didn’t considered.

Working in a team is self-discovery

Today I discovered something more about myself, thanks to the creative director of the project I am working on with a company.

I tend to not insist too much on my vision. I explain it, defend it, and usually that’s it. When I see too much resistance from the other side, if I have no real power over the decision, I desist and try to meet the boss’ vision.

This is good, but it can lead to a passive-aggressive way of communicating. “I will do like you say, but I do not agree”. At first it may seem like there’s nothing wrong with that, butthe issue is that:

  • it looks like a “ok, whatever” and can damage the relationship
  • it is vague, proposes no real solution, and can damage the project
  • It is not informative enough for the team to make choices on that

Today I have learn something more about myself. Something I want to fix. And that’s why I prefer to work within a team.

Job applications do not work

When I was 20 in Naples, it happened that I was with friends and we met unknown people. And we discover some party at a student’s house to sneak in. Sometimes it went well, others we would find ourselves with very different people. Among ourselves, sitting in a corner, sipping the same beer we had bought to join the party.

Today I don’t sneak in anywhere anymore. I like parties, but I prefer the comfort of being with people I already know. Sometimes I go to strangers’ houses, but in general I like to know a sufficient number of people.

The same goes for job hunting. I prefer having groups of friends in the industry and moving with them. I have a job right now because during the first months of my daughter’s life I played Fortnite at night and wanted to learn how to make levels. That’s how I met the person who then put me in the loop. This is the healthiest way to learn about realities and find opportunities.

What to do when you don’t know what to do?

Often it happens that your team is developing what you have defined in your design documentation. It happens that you don’t know specifically what to do next.

I use these moments to play competitor games and engage with their audience. I join Discord servers, lurk subreddits, and so on. I try to keep myself in the shoes of a Player of my references.

The second thing I do is to play the last build or the last code version intensively. As a game designer you need to be aware of what game is coming out.

I also keep ordered single big documents containing everything that has been already defined and implemented in the game. It is very useful to keep track of the vision and its progress.

Someone said “no” to LotR

The biggest Italian books publisher rejected The Lord of The Rings, many years ago. The first reaction I had when I saw this post the other day was from my belly.


But I had the time to reflect: to me, LotR is a masterpiece, but it has also a strong “personality”. It’s not an average story; you may like it or not for specific reasons.

Imagine to be the person in charge of selecting the best books. Something like this arrives, you read it and you like it. But its personality is very strong, and your role requires you to be cold and professional.

Today I can read these words and think that the decision maker made a mistake. But then I put myself in their shoes and it’s hard to make a decision with something like Tolkien’s book. A modern Tolkien can write tales in smaller formats on platforms like Substack. With nobody predicting if the text could be right for a specific geography.

It happens also with video games, I have to say especially to us game designers. Part of our responsibility is to pitch new ideas for features and mechanics. All companies have people in charge that filter our proposals. This process filters also good things out, it’s part of the game.

To design and produce you often need a sort of authorization from people in charge. These people, like you, make mistakes. The lesson you take can be that this is unacceptable, but often it’s a matter of communication. If something so special like The Lord of The Rings arrives on your desk, you can make errors. That’s why people that get a proposal should be prepared first.

I don’t know the full story, maybe the Tolkien’s agent just sent the book with a note. When you present something, the receivers should know all that from before. In that way, they will feel already connected and familiar to the thing.

Like new writers on Substack, leave crumbs and taste the environment!

Can I be more productive with AI?

I own my way of doing things. With time, I got to believe in the power of patience for creative work. Ideas have to rest, somehow. Decisions must have taken at their own pace. Often, you take many micro-decisions in a couple of hours. Other times you need a week, or two, to get that “eureka” moment.

If you leave this part to anyone, or anything, you are missing the chance of connect things yourself. If you skip the writing of a huge, complete GDD with all your notes, you risk to get lost along the way.

You need to be a strategic thinker, and for that you need to have very clear the system.

“so, it’s a no?”

It’s a “it depends”. I started using Claude AI only on my personal project, the indie action sandbox Pawtners Case. I am developing it outsourcing Unreal Engine development, Art and first level design. And I am doing this in my way, I have no boss, no publisher, nobody supporting economically the project apart from me.

A couple of months ago, I wrote a project proposal that I still have to share with the team. Big docs are not meant to be shared with programmers and “hey, have a read”. Nobody will, it doesn’t matter if you’re a great entertainer or a poor writer. Still, they are very important for ourselves!

(with “big” I mean “more than 5 pages”)

Now that I got a couple of features and prototypes ready, I feel the need to share it. That is because now I see that they are involved. They need to know more. Before they were just following the lead of their client. Now they are part of this, for real.

So I asked Claude AI to review my document and find me possible areas that could need more detail. And I have to say that I am pretty happy with the result. The software is aware to be a software and it provided me a concise list of things. Many of them are not meant to be in a game proposal to me, so I discarded them. There are two of twenty points, though, that made me thing of small edits here and there.

I could have hired a freelancer to make the same work, but it’s hard to find the right person. I can clearly see the value here. Maybe those 2 points would have been reasons of discussions with the team. And that is valuable too.

I did the job first, and this software helped me with its editing. I am in control of the thing, I am not spinning a wheel and see what it spits out. I am the person in charge all the time. I see value in that.

The most important story

These days for work reasons I am playing a bunch of simulation games (sims) of different nature. I am making in my spare time a sandbox simulator of a police dog, and then for other reasons I am playing other sims.

They all have a single thing in common, despite belonging to different genres. In fact, immersive sims come from first person shooters, a specific type of action game. Colony sims come from strategy games. Sandbox sims come from adventure games.

They all share a single reason of why Players do love them: they foster the player agency, letting them create their own story.

Everytime I join one of their Discord for research I feel that. Every player has a different story to tell. That is, in my opinion, the single most important motivation for the core audience of sim games. Simulation doesn’t mean simulator, high realism and fidelity (also if some simulation game puts “simulator” in its name).

It means to have many levers to move to create your own story for your friends, Discord, or a livestream.

Continuous patrolling in Pawtners Case

Yesterday, I got the third prototype for my game Pawtners Case. I have this design pillar, which is called “continuous patrol”. One of the objectives of the ideation stage and pre-production is to decide on design pillars that will guide the rest of the production and launch.

That means that I don’t want to have a main menu. You run the game, you are in the game. Most games do not need a main menu, especially nowadays when loading a game takes so much times and connections.

Also, there is no death condition. You can fall off the level (imagine levels are islands in the sky) and land on the same level again. I am also thinking of minigames to do.

Credits will be integrated into the game, too. You can ignore them, but you don’t have to skip them.